NOTE: I recommend you reinstall the system, then add your custom content. If you want to submit content please do and I’ll add to base system.

IMPORTANT!!!: I didn't fine tune the loot (YET). You should go through the loot tables and make your own custom loot. I have included examples and comments in the file LOOTDATA.SQF in the Theme directories to show you how. They are VERY generic. If the author had provided custom loot files, I tried to incorporate those as well. Don't be surprised if a difficult mission has crappy loot, it's not the authors fault.

I will fix this is the next release. I just wanted to get the update out ASAP, but I am updating all loot tables now

You can read more about this awesome mission system here in the main thread.

And here is some info about what makes this such a cool mission system

Spoiler

Mission Types:

Aquatic - Spawns underwater missions with frogmen guards

Captive - Civilians have been captured and held in a building, you need to kill the guards, load the captives into a truck, and evacuate the area

Convoy - A group of vehicles will patrol between cities. Kill them and take their vehicles

HeloPatrols - Two gunships can be seen escorting a heavy transport. Good chance to use up some AA rockets

Jurassic (NOT WORKING YET) - Spawns random groups of raptors if you have the raptors plug in

PlayerWatch - This system spawns missions around the players based on their context (Chase cars/helis if your in a car/heli, frogmen appear if you're in the water, helis drop off infantry if you're around someone else's base, or random patrols or gunfights between EAST/WEST around you)

Roadblocks - Static spawned roadblocks that are map specific, as well as a hidden base that spawns randomly and is heavily defended.

Town Raids - A group of infantry roll in with vehicles and take over a town. Take it back. Take too long, and they'll call for evac vehicles

Small Infantry Group missions like Sniper camps, roving gangs and posses, and other hostile patrols

Assortment of smaller missions like Bandit Camps, Helo/Plane/Van crash sites, and even a nuclear device that terrorists are trying to blow

Zombies (NOT TESTED FULLY) - Activates zombies around you, around your bases, or really wherever you want if you have the Zombie add on

Multiple triggers that can spawn child missions, trigger off of body count, or low unit count, and several others using both AND and OR operators

Admin menu system that allows you to dynamically spawn all missions in game centered on the admin or another player

AI is constantly moving, not just sitting in one spot, unless you want them to (guards for example)

System can be reconfigured to your server using the global variables (specify your loot, weapons, vehicles, etc.)

Requires a headless client to be configured to offload AI from server

Can work with multiple headless clients and either spawn on all or spawn on specific clients

So far, the following issues have been resolved:

1. Exile Toast notifications and SystemChat messages have been added to address the issue of Global Hints being blocked

2. AI aggression has been updated to correct issues that occurred after the last major update to Arma

3. Poptabs have been added to soldiers and loot chests

4. Minor tweaks and corrections

While this is great progress, there is more work to do to repair some of the base functions. Additionally, i would like to expand the system and activate as many of the features as we can. This thread is dedicated to that process and will include several additional posts to track new features, showcase videos and bug tracking. I will offer support while I can, but as this is a work in progress, it's still sort of rough. This is not really intended for beginner admins until we really polish the system up, but it is not difficult to set up at all, and works out of the box.

All feedback and testers are welcome, but understand this is a labor of love. We're all just trying to have fun so let's keep it positive.

-WW

(TheOneWhoKnocks)

Special thanks: The following people have been instrumental in this process and I wanted to recognize them for their efforts:

v0.420
****
- Added ability to import mission building info from ASL type missions (Old school missions that used Above Sea Level rules when exporting their data)
- Added "LOITER" AI logic to make AI stand guard in one spot until combat starts
- Added "TimerNoPlayers" trigger so that you can have a timer end a mission unless there are players withen 300 m
- Added ability to randomize loot drop locations by providing array in loot location
- Corrected issue where AI would start shooting at each other, especially crews and drivers
- Did some preliminary work on adding in Raptors and Destroyer static vehicle
- Added ability to add in more popcaps per mission loot box (default is 500 + up to 1000 more but you can specify random amount in loot file)
- Corrected issue when mission buildings are spawned in but didn't match terrain. Now buildings will reset properly even on hillsides
- Corrected issue with mission buildings spawning in without simluation enabled. They also cannot be destroyed
- Modified ZUPA code to use Exile Toasts to annouce status of mission capture points
- Corrected issue with Admin Menu that displayed error on menu
- Created mission template to fully document the mission system (WIP, this will be corrected soon)
- Ported over missions from these several great authors who were graciious enough to let me include in the base FuMS system

NOTE TO ADMINS: Some changes to the Themes was neccesary to utilize the Exile Toast system. Previously the mission announcement had three lines, but the new system only has two, a title and a message body. This is the only change needed to update your missions to display properly using Exile Toasts. Please see updated Themes in the download to see what changes you need to make.

Spoiler

Added Exile Toasts and replaced current FuMS_Global Message system (code will be deprecated in next version and removed)

Updated AI difficulty engine to include setting the "general" setting which seemed to be preventing AI from doing anything at times

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Here, I will track all bug reports as they come in as well as mark them when they are corrected

1. The system seems to slow down over time and become unresponsive. This has not been fully tested since the 0.4 upgrade but I would like more test data from others to see if this is still the case Hopefully this has been addressed, please let me know

2. The fire and smoke animations seem to be very processor intensive and slow down the system when they are occurring. Hopefully this has been addressed, please let me know

3. Reports of carjacking civilians that spawn when you leave a vehicle for too long. The model changes several times as the AI gets in and out. This is always a civilian model doing it.

4. Heli patrols do not attack players on foot unless shot at first, and when they do, only one responds, the others are sitting ducks.

5. Zombies add on seems to be a factor in the slow down but that is still being investigated

6. Convoys have trouble with their routes. Sometimes they work perfectly, other times they are stuck in forests.

7. AI tends to dogpile when spawning, which then takes them minutes to untangle themselves. Fixed, will be included in 0.41 release.

8. Vehicles will not always react to aggression I think this is an issue with Arma AI. I am testing VCOM and I think that fills in the gaps very well. A3XAI worked good too. If anyone can help test, I'd appreciate it. For now, AI will exit vehicle when disabled. Maybe set your tires to be easy to destroy?

9. Some mission never end even if you kill everyone, and eventually you "lose" the mission

10. I need to figure out how to spawn raptors. I tried Jurassic Arma but don't seem to be using the right classnames when trying to spawn. If anyone has this mod working, please let me know.

1. It’s a mission generator similar to DMS but with different capabilities. Without trying to put down DMS, which is a great tool, this is designed to offer a lot of flexability like adding in different types of AI behavior, incorporating other Addons like zombies and raptors , and having a very flexible base engine to build from. It was ported a while back but needs some work as Arma has changed a lot.

2. No, I am disabling zombies and raptors by default, but if you do have them you can easily enable them. It does require a headless client though. I’ve heard you can do it without, it i’ve never seen it done.

I’m still working on the code but it’s functioning again. I’m always looking for testers and feedback, but if you don’t want to read through the manuals or are new to servers, I wouldn’t recommend this. Don’t get me wrong, out of the box it’s fun, but it’s really meant for advanced mission setup. If you know what you’re doing you can do some cool stuff.

Edited April 20 by Knocks

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I have a theory that each zombie generates a server thread, but it still needs testing. Disabled most of zombie missions, just few of them spawning, but with each zombie killed server thread count gets lower by 1. It does not happen with regular AI soldiers, or UGV's and choppers.

About Exile Arma 3 Mod

It is the year 2039. After the resource depleting conflict in Greece, Europe suffers from a new deflation crisis, leading the crime rate to a new peak in history. Members of the North Atlantic Treaty Organization Security Council are forced to react. Being a desperate alternative to overcrowded and prohibitive prisons, offenders are now being sent to EXILE.